Game-apparatus.



UNITED STATES PATENT OFFICE.

SAMUEL E. CREASEY, OF SANFORD, MAINE.

GAME APPARATUS.

To all whom it may concern:

Be it known that I, SAMUEL E. CRnAsnY, a citizen of the United States,residing in Sanlord, county of York, and State of Maine, have inventedan Improvement in Game Apparatus, of which the iollowing description, inconnection with the accompanying drawing, is a speciiieation, likeletters on the drawing representing like parts.

This invention has for its object the production of a game apparatuscapable oll being used for amusement under different condi'- tions, as,for instance, with a board laid ont substantially as illustrated andwith movable objects traversing the several paths laid out thereon. Theapparatus may be used to play a game that I will designate N oahs Ark,and with slightlyT di'tlerent movable objects and slight variations inrules or order of moving, a game may be played which may be designatedhorse racing, boat racing, or a game portraying boys running in raceseither singly or in teams.

The chief characteristics oi the device are a series of starting points,a series ol'l paths or roadways divided into sections, a section foreach starting point, and a goal to be reached by movable objectstraversing certain paths, the endmost space oi each section of theinnermost path leading to a goal.

Herein Il have chosen to illustrate my invention as designed for playingthe game designated Noahs Ark.

Figure l represents the face ol the board; Fig. 2 a side elevationthereof, Fig. 3 one of the movable objects, such as I intend to employin the game Fig. 4 is a top plan view oi a different moving object whichI designate as a hoodoo Fig. 5 is an enlarged section in the line Fig.l. Fig. 6 is a perspective view of two ordinary dice used in playing thegame.

Referring to the drawings, A represents a board laid out in spaceshaving three paths or roadways, B, C, D, D representing the innermost orshort path or roadway, and E representing a revoluble portion having ahollow button e that is rotatably mounted upon a stud e sustained by theboard, the revoluble portion having an opening` or gate e2, said portionbeing shown as made in a plurality of colors, the portions e, et, and e5being ol one color, and with the opening e2, separating the revolubleportion into the four spaces corre- Specieation of Letters Patent.

Application filed April 10, 1907.

Patented May 12, 1908.

Serial No. 367,459.

spending in color with the starting points F,

G, H, M, said spaces, like the said starting points, being of diilerentcolors.

The roadway or path is made up in sections of three spaces to a section,and opposite each starting point is a crossway leading from the startingpoint to the central revoluble portion without crossing the individualspaces of any section. Each crossway is provided with several spots ofthe same color as the color designating the starting point, and a spotof the same coloris provided at the end most space of each of the foursections of the innermost path or roadway D. For instance, referring tothe starting point F, j'

represents a spot of the same color, and the arrow gives the directionof move in which a piece or moving object designated by the same coloris to start on its journey, and having traversed the outermost path B tothe position j" the moving object then follows the direction of thearrow and enters the lirst section ol the roadway or path C, and havingtraversed that roadway or ath and arriving at the movable object lo lowsthe direction of the arrow and enters the first space of one of thesections oi the innermost path or roadway D, and said moving object mustbe made to traverse entirely about said innermost path or roadway to thepoint f3 lro n1 which point under the rules of the game 85 tion 20designated as a goal, there being four 90 such goals displayed on theportion ofthe board underneath the revoluble portion E.

The movable objects tagged to designate the particular color ol thepoint from which they started, will be moved as described for the objectstarting from the point F, and in the drawing, I have indicated the lineof movement ol' the objects leaving the starting point G by g, g', g2,g3; the moving directions oll the objects starting from II by theletters h, 7L', 7b2, lt, and as herein illustrated, the goal is openopposite the endmost space of that one ol the sections that de'lines theextent of movement ol the movable object leaving the starting space II gand so also the moving positions and directions of the objects startingfrom space M are designated m, m', fm2, and the final position of saidobject as m3, from vtitled to occupy a position on the central whichpoint it must if possible enter the Opal.

1t will be understood that there may be four players, one for eachstarting point, and each starting point has a distinctive color.

During the game the moving objects may change from one to another owner,and in the starting of the game a certain number of the objects arechosen, and to indicate to which particular space and consequently whichparticular person playing the game any indi-Y vidual movingobjectbelongs, 1 have combined with each object a tagging device pherein shown as a disk having four spots differing'in color, the colorscorresponding with the colors of the starting points so that byrevolving the tag any of the four colors may be placed at the rear ofthe object to display its ownership, and when in the rules of the gamean object may be captured by an opponent, the opponent has only torevolve the tag and place his particular color at the rear of theobject.

In playing Noahs Ark 1 have chosen to stand an image r representing Noahin a slot in the pedestal 1" carried by the revoluble center E.

I will now briefly describe how to play the game which l have designatedNoahs Ark. This game is simple enough for children, and yet presents toolder players many problems of strategy which eliminates the idea ofchance.

Referring to the board the circular spaces at the corners are thestarting points, each having as stated a different color and the objectsleaving the starting points must traverse one after the other theeccentric paths or roadways on the board and the animals must cometogether during this travel two by two before entering the goal or beingenspace E which may be designated the ark.

l/Vhen playing the game of Noahs Ark the movable objects are provided inpairs and suitably weighted so that they may stand easily after beingmoved from one to another space in each of the various sectionscomprising the several paths or roadways.

Rules.

l. The game may be played by two, three, or four players.

2. Each player is assigned one corner of the board as a starting point,on which are placed several animals, no two of which are of the samekind. lf there are to be two players, there must be two, three, or fouranimals at each starting point if three players, then two or fouranimals; and if four players, two or three animals. The number ofanimals is to be chosen according to the length of time intended to bespent in the play, as a greater number of animals makes a longer gameDThe color disk attached to each animal is turned so that the spot of thesame color as the starting point is placed directly behind the animal.Throughout the progress of the game, ownership of any animal in play isshown by the color of the spot directly behind it, which will always beof thesame color as its owners starting point.

A separate animal' called the hoodoo is placed in the center of theboard.

3. All the players then throw the dice for tlaead, the player throwingthe highest total number of spots taking the lead.

4. After the play has begun, the player first throwing a single five,draws the hoodoo, which he places on his starting point with hisanimals, having arranged its color disk as in rule 2.

5. Each successive player throwing a single five must enter one of hisanimals or his hoodoo in the outer circle in the square directly infront of his starting point, indicated by arrow No. l. Not more than twoanimals may stand on the entering space at one time, except that thehoodoo may stand with two animals. This rule for the number of animalson a space also applies to any space in the circles.

6. The animals are then advanced to the right in the outer circle asmany spaces as the total number of spots on either one die at theplayer-s last throw. Each throw of doublets entitles the player to anextra turn. This applies also in rules 4 and 5.

7. A pair may be mated, if one overtakes the other on the same space,the holder of the animal overtaken losing it. The new owner of the pair,who is the holder of the animal overtaking the other, must change thedisk attached to the animal just taken to his own color as in rule 2. 1fthe disk is not so changed before the next move of the player holdingthe pair, he shall forfeit ownership of the pair to the player from whomhe took the mate, provided that the latter calls attention to the factof not so changing the disk. A mated pair is moved as one animal, bothanimals being picked up and moved together.

8. An animal or pair having come from the left to the space directly infront of its owners starting point must be entered in the next innercircle and only in the direction indicated by the arrow.

9. A pair having arrived in the inmost circle shall enter the ark, orcentral space, by the gateway directly in front of its owners startingpoint.

10. A pair can enter the ark only by a throw of the dice correspondingexactly with the number of spaces required to enter, the dark greenspace in the open gateway counting as one of the required spaces. Theprogress of the pair must always be to the right.

ll. lf a player should reach the entrance with an unmated animal, heshall continue moving it about the inmost circle, in order that it maycome up with its mate, if pos sible, as only mated pairs can enter theark.

12. Mated pairs having arrived at the entrance to the ark but notpermitted by rule 10 to entermust not again go around the inmost circlebut must remain at the entrance until permitted by the rules to enter.

13. A player holding the hoodoo shall not enter any pair into the arkwhile he holds the hoodoo.

14. The hoodoo may be moved in any direction and 'from any circle to anyother by any passage most convenient, i. e. its vfreedom of motion islimited only by the number of spots of the dice thrown as in the case ofthe other animals. It shall not enter the ark.

15. When the hoodoo comes on a space occupied by a single animal ormated pair, the holder of the hoodoo must exchange it for the singleanimal or mated pair. Vhen the exchange takes lace, the disks must bechanged immediatey to show the holders color. If the new owner of theanimals fails so to change the color disks before making his next moveand the holder of the hoodoo calls attention to the fact by callinghoodoo", an exchange back must be made.

16. If the hoodoo comes on a space occupied by two unmated animals, itis not exchanged for either but may stand with both on the same space.

17'. Il the hoodoo is on a space with a single animal and the mate ofthis animal comes on the same space, the holder of the pair thus matedmust immediately exchange it for the hoodoo. The color disks must bechanged as in other exchanges of animals.

18. A player may try to gain the hoodoo, always, however, moving to theright, by so possessing the hoodoo he may gain an advantage later.

19. A player losing all the animals in his possession becomes out of thegame.

20. The game continues until no animals are left out of the ark exceptthe hoodoo and the animals in the possession of its holder. The playerhaving entered the largest number of pairs wins.

The 'Progressive @eine of Nocts Ark.

It a number of players are gathered for an evening party, much enjoymentmay be de rived from a progressive game. The plan is similar to otherprogressive games.

It is preferable that the four at each table play as partners, eachcouple having a certain number of counters, such as small disks orrings.

Each couple winning shall take as many counters from the losers as theyhave entered pairs of animals into the ark, and shall advance to thenext table.

The couple losing at the head table shall go to the -foot table at theend of every game.

rPhe couple holding the largest number of counters at the end of theevening or period of play shall be the winners, and may receive a small'favor or prize.

Having 'l'ully described my invention, what l claim as new and desire tosecure by Let" ters Patent is z- 1. A game apparatus comprising a boardprovided with a plurality o1Ll starting points, a series of roadwaysinclosed by said starting point, each roadway comprising a series ofsections, each section being divided into a number of spaces, a seriesof goals located practically at the center of the board, a revolublesection having an open gate to cover all but one of said goals, acrossway leading from each starting point to the vrevoluble sectionhaving the gate, each goal being located opposite the endmost space ofeach section ol the innermost path or roadway.

2. A game apparatus comprising a board having starting points differingin color, a series of concentric paths or roadways laid out in sections,each section displaying a plurality ol spaces, a central portion havinga series of goals, a crossway leading from each of the starting pointsbetween the endmost spaces of the di'fl'erent sections comprising theroadway, each of said crossways having a series of spots of a colorcorresponding to the color of the nearest goal to indicate the paths tobe taken by moving objects to the endmo'st space of that one of thesections of the innermost path or roadway from which the moving objectmust be moved to enter the goal.

3. A game apparatus comprising a board having starting points dileringin color, a series of concentric paths or roadways laid out in sections,each section displaying a plurality of spaces, a central portion havinga series ol goals, a crossway leading from the starting points betweenthe endmost spaces of the different sections comprising the roadway,said crossway having a series of spots of the same color as the nearestgoal to indicate the paths to be taken by moving objects to the endmostspace of that one of the sections ot the innermost path or roadway fromwhich the moving object must be moved to enter the goal, and a revolubleportion at the center ol the board provided with a gate wl'ierebysaidrevoluble portion when turned may place the gate in position to uncoverany goal.

11. A game apparatus comprising a board presenting starting pointsdi'l'lering in color, a series of concentric paths or roadways dividedin sections, each section presenting a plurality of spaces, a series ofcentral goals, one for each starting point, a crossway leading l'romeach starting point through and crossing all said paths or roadways,each crossway having spots of the color corresponding with the color ofthe starting point, and a series of movable objects each provided withmeans for indicating ownership of said movable object.

5. A game apparatus comprising a board presenting starting pointsdiering in color, a series of concentric paths or roadways divided insections, each section presenting a plurality of spaces, a series ofcentral goals, one for each starting point, a crossWay leadl ing fromeach starting point through and crossing all said paths or roadways,each crossway having spots of the color corresponding with the colorofthe starting point,

a series of movable objects and a ligure With a hoodoo7 said movableobjects and hoodoo each provided with means for indicating 15 ownershipthereof.

In testimony whereof, I have signed my name to this speciication, in thepresence of two subscribing Witnesses.

SAMUEL E. oREAsEY.

Witnesses:

ROBT. O; JORDAN, MARK H. MENOU.

